If you become a game developer you will not be able to go on only with arcades of yesteryear.I'm stuck. I'm making a nice side income from mobile games I've written with B4A, mostly from one game, my Space Invaders clone. It's about 1/6 of what I'd need to go full time and quit my day job.
My day job is working in a large company as a Cloud Devops engineer, using Azure. I'm learning cloud technologies and working toward becoming a cloud architect, which can earn up to £100k or more, which would be great as I'm married with two kids.
but I have this nagging idea in my head to take making games full time, I think I could write a series of retro arcade games based on the classics, then write "deluxe" versions with more features than the original, this has worked well with Space invaders for me, the classic version pulls in 80% of the income, with the upgraded versions bringing in the rest. There's probably a dozen or so games I could do this with, so I'd have over 24 games in total by the end to work with (before anything new).
But what if I put all that effort in and the games don't do well? What if I fail? How can I get round these thoughts? I'm already busy enough with my family and day job, so trying to develop all these extra games will be a big toll on me, but it could work out in the end?
What would you all do?
Another thought in my head, does anyone want to come in on this with me and help out? I have 60k installed users to work with, and 14k downloads a month, so it should be possible to grow this base and introduce new games to existing players. I'm using B4A and libgdx, I've not touched iOS yet at all.
I know that. I'm also interested in writing some educational games for children. The quality I see on most educational games is terrible and could easily be improved.If you become a game developer you will not be able to go on only with arcades of yesteryear.
That's sort of true. But new players are always discovering older games and trying out retro games. Users will disappear, but new users will replace them. My theory is if you stick close to popular games, player swill find them. but if you do different things, players don't find you and you end up in the pile of indie devs with no players.It is a constantly evolving sector, there are always new games with extraordinary graphics and the user after a while gets bored and looks for new things.
I'm stuck. I'm making a nice side income from mobile games I've written with B4A, mostly from one game, my Space Invaders clone. It's about 1/6 of what I'd need to go full time and quit my day job.
My day job is working in a large company as a Cloud Devops engineer, using Azure. I'm learning cloud technologies and working toward becoming a cloud architect, which can earn up to £100k or more, which would be great as I'm married with two kids.
but I have this nagging idea in my head to take making games full time, I think I could write a series of retro arcade games based on the classics, then write "deluxe" versions with more features than the original, this has worked well with Space invaders for me, the classic version pulls in 80% of the income, with the upgraded versions bringing in the rest. There's probably a dozen or so games I could do this with, so I'd have over 24 games in total by the end to work with (before anything new).
But what if I put all that effort in and the games don't do well? What if I fail? How can I get round these thoughts? I'm already busy enough with my family and day job, so trying to develop all these extra games will be a big toll on me, but it could work out in the end?
What would you all do?
Another thought in my head, does anyone want to come in on this with me and help out? I have 60k installed users to work with, and 14k downloads a month, so it should be possible to grow this base and introduce new games to existing players. I'm using B4A and libgdx, I've not touched iOS yet at all.
I'm learning cloud technologies and working toward becoming a cloud architect, which can earn up to £100k or more, which would be great as I'm married with two kids.
can you give more info?Another thought in my head, does anyone want to come in on this with me and help out? I have 60k installed users to work with, and 14k downloads a month, so it should be possible to grow this base and introduce new games to existing players. I'm using B4A and libgdx, I've not touched iOS yet at all.
My day job is working in a large company as a Cloud Devops engineer, using Azure. I'm learning cloud technologies and working toward becoming a cloud architect, which can earn up to £100k or more, which would be great as I'm married with two kids.
Stay at your job.
1. How many games would you need to have in order to have a sustainable income covering your overheads? 24/50/100 - bearing in mind the unpredictability of the quantum of installs. ((Have you done a business plan based on what-if spreadsheet (overheads, proposed continuous development of equipment, inflation on costs, crashes [the B4XCode problem] and disaster recovery costs etc. etc.))I'd have over 24 games in total by the end to work with
"Rare" cases are as successful as your "Space invaders". You can't rely on that.I think I could write a series of retro arcade games based on the classics,
This is so good that it's worth repeating. Do not underestimate luck as the main factor to your success.you can code a perfect game and be a millionaire, also you can build a perfect perfect perfect game but be nothing
Yeah, I'm well aware of that. I've published a number of games already and see massive differences in download numbers.This is so good that it's worth repeating. Do not underestimate luck as the main factor to your success.
There's a lot of users here who make the odd app, but don't really take it anywhere and don't get many downloads, but then try to give lots of advice to others when they've not succeeded themselves. It feels like my workmates giving me advice on running when I'm running marathons and they can't even run a mile.
There's a lot of users here who make the odd app, but don't really take it anywhere and don't get many downloads, but then try to give lots of advice to others when they've not succeeded themselves. It feels like my workmates giving me advice on running when I'm running marathons and they can't even run a mile.
Not(true)
I know, sorry, sometimes it just feels like there's members here who talk a lot but haven't actually produced much. I get it at work too and it bothers me. I know you can know about things but not have done it, but sometimes people can be so assured of themselves with no real evidence. And I know there's a lot of good apps that don't get anywhere, and sometimes their good apps, but then with others, you can take a look and quickly see why they didn't succeed, or that the developer didn't do anything to market them, just released it hoped for the best. Steam is a good example, you see devs complaining the chances are low of making money selling games on steam, but then it's full of shovelware rubbish, that just puts players off buying anything they don't recognise. Or the game is so obscure that no one ever sees it, at least with aiming at classic arcade remakes, I'll get some downloads from players looking for those types of games, other wise, no one will find you game from just browsing the app store. It's frustrating, but that's how the world of "making money with games" works. Look at Halo Infinite, on the surface, it's just another FPS among hundreds, but it's got the hype and marketing, so it succeeds, there's plenty of much better games that no one ever plays, and that's sad, but it's the real world and that's how things work. the best games are never the most popular, same with movies and music, the music charts are always full of very similar songs all copying each other, same with movies, all sequels, and lately all based off comics that are decades all, nothing original. Okay, rant over. ilan, you have some good games, so I take your advice.if you ask a question and want only a specific group of people to answer your question then you should write it down. it's not nice to ask the opinion of others and then write what you have wrote above.
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